diff options
Diffstat (limited to 'Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animation/Sample.cs')
-rw-r--r-- | Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animation/Sample.cs | 41 |
1 files changed, 41 insertions, 0 deletions
diff --git a/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animation/Sample.cs b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animation/Sample.cs new file mode 100644 index 00000000..5b62e126 --- /dev/null +++ b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animation/Sample.cs @@ -0,0 +1,41 @@ +using UnityEngine;
+
+namespace BehaviorDesigner.Runtime.Tasks.Basic.UnityAnimation
+{
+ [TaskCategory("Basic/Animation")]
+ [TaskDescription("Samples animations at the current state. Returns Success.")]
+ public class Sample : Action
+ {
+ [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")]
+ public SharedGameObject targetGameObject;
+ // cache the animation component
+ private Animation animation;
+ private GameObject prevGameObject;
+
+ public override void OnStart()
+ {
+ var currentGameObject = GetDefaultGameObject(targetGameObject.Value);
+ if (currentGameObject != prevGameObject) {
+ animation = currentGameObject.GetComponent<Animation>();
+ prevGameObject = currentGameObject;
+ }
+ }
+
+ public override TaskStatus OnUpdate()
+ {
+ if (animation == null) {
+ //Debug.LogWarning("Animation is null");
+ return TaskStatus.Failure;
+ }
+
+ animation.Sample();
+
+ return TaskStatus.Success;
+ }
+
+ public override void OnReset()
+ {
+ targetGameObject = null;
+ }
+ }
+}
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